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Re: [Adonthell-devel] How client/server deals with maps


From: Lakin Wecker
Subject: Re: [Adonthell-devel] How client/server deals with maps
Date: Tue, 11 Dec 2001 12:38:54 -0700
User-agent: Mozilla/5.0 (X11; U; Linux i586; en-US; rv:0.9.6) Gecko/20011202

Kai Sterker wrote:

Lakin Wecker wrote

Again, this all depends on whether the map is important. If there is sometime where the character has to find something on the map, then they could just start a map editor session find it, then start playing the game again, But if that's not the case then this is a fine idea.


Well, one idea could be to distinguish between scenery and "items" (in the
widest sense). Scenery would be the map as such: the ground, trees,
houses, and so on. Items would be (possibly) objects like doors, chests,
etc. but also items in the normal sense: stuff lying around for the player
to pick up.

That is a very good, idea, however what I had in mind was something to the effect of " find this particular place on the map.... you will be able to meet so- and so there, they willl have this particular item for you." So if you needed to find a certain house, a certain tree, or something to that effect then the player could in a sense.. cheat.

So all the stuff that can change it's state, be picked up or placed on the
map would remain on the server. If we then have a quest like "find
Nikodemus' wand in the crypt" the player might browse the crypt, but he
wouldn't get information on doors (that might be in the way), foes and
especially no info on the location of the wand.

Another advantage of such a system would be that such item objects would
be handled as actual items (although not all of them can be picked up and
such). So for example all those items could have a description that
appears when the player hits space while facing them, just like James
suggested in the other mail.

Would that work, Alex?


That looks good. :)
Lakin






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